AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

When trying to build out for Windows 64 bit (or anything else) the packaging fails with this error. AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

Thoughts?

Output Log Here

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Hi,

I have a few questions:

Thanks!

Alrighty, here we go.

  • Iā€™m not aware of how to start a new
    project using a custom engine version
    so I created a project in 4.13 and
    used the FPS template. Then I
    switched its engine version to the custom
    one Iā€™m using and opend it. After
    that I complied it, and it failed with
    the same error. AutomationTool
    exiting with ExitCode=25
    (Error_UnknownCookFailure). Hereā€™s the
    output log for that build as well.
    Output log FPS Temp

  • DXDiag

  • We are definitely using event
    dispatchers in our blueprints, but it
    would be time consuming to go through and edit them all to use interfaces (I will if I have to though), and since the FPS temp failed with the same error that might not been the problem.

Edit 1/7/17: I just built a clean version of unreal 4.14.2 and tested the fps template build so I know its not an issue with visual studios and its associated files. Witch leads me to believe its the custom toon shading model we are incorporating. That being said tracking down the error would be extremely helpful in moving forward.

Edit 1/8/17: I attempted to build our game project out on 4.14.2 and it failed with the same error which lets me know that the problem is not with the toon shader but with the project itself.

Any Ideas?

Sorry for the delay.

I see this error in your log: LogPluginManager:Error: This project requires the ā€˜LowEntryExtStdLibā€™ plugin. Install it and try again, or remove it from the projectā€™s required plugin list.

Recommend going into the .uproject file using something like Notepad ++ and setting that pluginā€™s dependency to False.

Thatā€™s the only error that Iā€™m seeing in your FPS Temp Output Log file that youā€™ve provided.

No problem.

I didnā€™t remove it it from the list but I did set it as false before I compiled. Iā€™m getting the feeling that this is an unknowable errorā€¦ Is there anything I can do to get more information about why this is happening? If not, I have to move the project over to newer version piece by piece and thatā€™s going to take a solid week to do, and is not a sustainable way to handle bugs (if this happens again).

You could check this log file: D:\Custom Engine Folder 4.14.2\Engine\Programs\Automatio
nTool\Saved\Logs\Cook-2017.01.06-14.17.37.txt

However, I believe itā€™s possible that that particular plugin was not disabled correctly if it is still throwing that error message. Did you make sure it was disabled both in the editor and the .uproject file when you edited it with Notepad ++ or a similar program? Have you ensured the projectā€™s Plugins folder doesnā€™t contain the LowEntry folder?

  • Did you make sure it was disabled
    both in the editor and the .uproject
    file when you edited it with Notepad
    ++ or a similar program?

Yeah, I made sure it was disabled in both places (I just double checked to make sure).

  • Have you ensured the projectā€™s
    Plugins folder doesnā€™t contain the
    LowEntry folder?

Its was deleted at some point before I compiled.

Okay, so after looking over your initial project logs, there are quite a few errors that require attention. Hereā€™s what Iā€™d recommend:

Go through your log and CTRL+F ā€œErrorā€. This will pop up all of the results and you can go through each one and look into resolving them. When I do this on your original log from the original question, I get 183 results, so Iā€™d recommend taking a look through these and once you resolve each give packaging another shot to see if that resolves the issue.

The reason I suggest this is because there are no specific errors that stand out, and all of the errors need to be resolved in order for the packaging process to complete successfully.

Well, Iā€™ve tested this out with epics starter content project and I still get the same AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure), and thatā€™s with 0 project errors (for the xbox one version). Windows version builds fine. Iā€™m using the toon shader model (engine build) as my base and it has worked before for xbox one builds. Iā€™m trying to narrow the issue down to see if its the toon shader. So at this time Iā€™m doing a clean build of unreal 4, with the standard xbox one files, running on epics starter content, and if that does not work, then thereā€™s either a bug in the engine, xbox one files, or something wrong with my system. Hereā€™s the link to the xbox one error.

Unfortunately, we cannot provide support for custom engine builds if it comes down to it being an issue with the shader or just the custom version in general.

However, if you are able to reproduce the issue in a clean project using a vanilla version of Unreal, feel free to leave a comment and provide your logs again and Iā€™ll be glad to take another look.

Let me know what results your investigation yields.

Sounds good,

We appreciate the assistance Sean. Iā€™ll let you know how the clean build goes.

try 4.16.1 its works with me!!

how to fix it the AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) please help me,how to fix it
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)ā€¦

how to fix AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure) please help me

(Error_UnknownCookFailure) could be caused by a wide range of things. Try some of the suggestions found here. Make sure you have no errors or warnings. If those things donā€™t work stat a new help post and include your output log.

go to your plugins folder in your project Directory and remove any pluginā€™s folder that you disable it in unreal. it solved for me. test it. please remove all of extra plugins that you donā€™t want.
if didnā€™t work ? change your package directory and try to package in another Dir.

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Might be relevant to someone.

What ultimately fixed the issue for me was to manually delete some ill referenced folders that werenā€™t being deleted from unreal. Empty ones, after fixing the redirectors.

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Thank you very much for this information, i got this bug and i made a brand new folder, and move the files from the old project folder to the new folder and that works :confused: ā€¦ this is so disturbing but that works then thank you very much you saved me.